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===Infantry=== *'''Berserkers:''' A truly obscene number of attacks - especially for a troop (20 attacks!) - and very high nerve make them fantastic hitters. Their 3+ defense is bad, but incredibly high nerve keeps them around longer than you would think. They are also fearless and cannot be wavered. Great in Troop strength to add some serious hitting power to your 2nd line, keep them away or hidden from ranged attacks. Thanks to their Nerve, it will take a lot to make them break, but don't expect them to survive sustained combat. The regiments are over costed when compared to Berserker Brock Riders, take mounted variant unless models restrict. *'''Bulwarkers:''' These guys are incredible, especially as a horde. They are the anvil of anvils. Really difficult for even an incredibly hard hitting unit to break by itself. They have big shield (6+ defense from the front) AND phalanx, cancelling thunderous charge, with a nerve of 21/23. Give them a battle standard bearer or a hero in proximity for inspiring. If you want to get really crazy, put Banner of the Griffin near them with Rally 1 to raise their nerve even higher. With thirty attacks in a horde, they can really counterpunch too. It's never a bad idea to give these guys Blessing of the Gods (elite) or Brew of Strength (crushing strength 1). Like an Ironclad they can take throwing mastiffs, which is nice, because like most Dwarf infantry, they're slow. Protect their flanks and they are among the hardest units to break in the whole game. Put them in front of a hill with a pair of organ guns behind them (or other serious shooters) and they are a wall of steel protecting your firepower from a charge. *'''Ironclad:''' Your cheapest unit of Dwarfs. They hit on 4s in melee and have 5+ defense with headstrong. Very solid for the price. Give them throwing mastiffs for a range attack. Nothing too fancy, but a cheap filler unit if you don't have many points left. Ironclad troops at 70 points makes the cheapest screens dwarfs have access to. Hordes are very sturdy. *'''Ironguard:''' The creme of the crop of your infantry line, they add quite a bit of durability and will dish out all kinds of hits to normal enemy infantry. They are an expensive option, however - Ironclad are a much cheaper and more numerous anvil, while Shieldbreakers make a better hammer than Ironguard with 2-handed weapons. Much like Bulwarkers and Berserkers, use carefully. *'''Ironwatch Crossbows:''' The cheaper of the standard shooting units. This one has Piercing (1) at a 15 points cheaper then the rifle version at troop strength. You do also want to keep in mind that with crossbows and rifles they are only shooting with a 24" range, while the long rifles get a 36" range with Piercing (2). Generally the rifle unit is the better option, although again it is slightly more expensive. *'''Ironwatch Rifles:''' The more expensive standard shooting unit. This one has the same range as the crossbow unit but with Piercing (2) vice Piercing (1). Generally the rifle unit is the better option, although again it is slightly more expensive. *'''Rangers:''' Rangers are arguably the hidden secret of the Dwarf Army, particularly as shooters, hitting on a base of 4. Give them the formation Herneas's Hunting Party (two regiments + Herneas Hunter) and they get both elite and stealthy. You can further buff them up with Brew of Keen Eyeness or Heart Seeking Chant. If facing a high regen army, given them Fire Oil. They end up being one of the best shooting units in the game, and if you place them in a forest with pathfinder and stealthy, they are virtually impossible to out shoot. They have crushing strength 1 too, so they can hold their own in melee. The key is to have them with Herneas, though. Supporting Rangers in the forest with an Elemental Horde (pathfinder), a Berserker Brock Regiment with Maccwar's Potion of the Caterpillar (pathfinder) or a Steel Behemoth (strider) is always a good idea too if you want to deter the enemy from charging with something fast or very hard hitting with pathfinder or strider (like Direfang Riders, Ogre Siege Breakers, Mounted Sons of Korgaan with Maccwars', various Herd units, etc). Lastly, they're also faster than other Dwarf infantry. They also have vanguard. Try them out. *'''Sharpshooters:''' The elite shooting unit for the army. This one shoots at 36" with Piercing (2). They also come on a larger base, but with a smaller unit size. What hurts though is they get less attacks then your Ironwatch Rifles. They even have a lower nerve value, which is odd, but they do get that extra 12" range so they're not awful, just not terribly ideal for the points. *'''Shieldbreakers:''' The harder hitting, but slightly less defensive version of the Ironclads. You trade out a point of defence for Crushing Strength (2). They are slightly more expensive then Ironclads, but their benefits outweigh the loss of a single point of defence if you got the points.
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